Supporting capitals

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Revision as of 04:23, 16 February 2008 by Sever Aldaria (Talk | contribs) (Support Ships)

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Overview

Just as carriers and other large ships are vulnerable alone in the real world, these ships require support in EVE.

Capital Jumps

The following conditions must be met for a capital ship to initiate a jump.

  • Destination Cyno
    • Cyno ship must be in gang with the capital before generating a cyno field
    • Cyno ship must have sufficient fuel to create a cyno (liquid ozone)
  • Capital Ship
    • Must have greater than 95% of capacitor
    • Must not be inside a warp disruption bubble
    • Must not be warp disrupted or scrambled
    • Must have sufficient fuel to jump (fuel types different for each race)
      • Caldari: Nitrogen Isotopes
      • Gallente: Oxygen Isotopes
      • Minmatar: Hydrogen Isotopes
      • Amarr: Helium Isotopes

Cynosural Fields

Cynos are the basis of all capital inter-system travel. They in effect transmit a beacon for the capital ship's navigation to lock onto and allow for the opening and stabilization of a jump portal. By galactic law these are only deployable in low or null security space due to the hazards to local traffic caused by the field and subsequent incoming capital. The Cynosural Field Theory skill is required to deploy them and many recons have a bonus in the reduction of the liquid ozone fuel required. The beacon is a warpable object that is viewable to all in system and it can be expected that the cyno ship will almost always draw the attention of any local hostiles.

When a ship has successfully deployed a cyno it may not:

  • Move under sublight or warpdrive
  • Activate a stargate
  • Activate a cloaking device
  • Request for docking clearance

Procedure for Cynoing in a Capital Ship

  1. Gather Intel
    • Situational awareness is extremely important during capital ship operations. You must know what corps or alliances are in system, and which are likely to respond to an incoming capital.
    • who is active in nearby station systems
      • Expand to explain what to be looking for
    • any enemy fleets out
      • Scouts / Ceptors must physically do a patrol through outlying sectors
    • what is currently in the destination system
      • Alliance / Corp Composition and Numbers
  2. RECONS
    • Roles and locations of where recon ships should be and what they are looking for
  3. LOCAL
    • What we need to know from 360
      • ship types - watch for Carriers, Dreads, Battle Ships, Recons (carrier pilots please sort and add any)
    • What we need to know from Local Pilots
      • numbers from alliances / corps and where they are coming from, ie. other systems or logins
    • What we have to be super alert to:
      • Enemy Cynos
      • POS / Station Carrier Logins

Tactics

Circular Cynofielding

Circular Cynofields are two simultaneous Cynosural fields placed at the destination and origin of the capital ship. The capital jumps to the destination, unloads, reloads with fuel, has it's capacitor recharged by docking at a station, and returns to the orgin without creating a new cynosural field. This can be repeated several times as long as the capital has fuel and the cynosural fields remain active.

SUPPORT FLEET ROLES

The support fleet is commonly made up of those without super high skill point characters here are a few very valuable alternative ways you can support the logistics team.
  • Remote Sensor Boosting ships - T2 modules only require LvL 1 Sensor Linking. These ships reduce the lock time of the carrier so he can keep others alive. If you are in a frig - pretty much expendable and if you are in a larger ship you fit the best shield tank you can and ask for reps if needed. Sensor boosting will NOT aggress you so if you are close to station you can always pop-in-n-out to break the bad guys lock on you.
  • Projected ECCM - probably the biggest threat to Carriers is being Jammed as it kills their ability to remote rep etc. This kind of ship will require a bit more skills Electronic Warfare 4 for T2 Mods. But it is of a great assistance as a support ship. Same rules as above if in a frig you are pretty much expendable if larger fit a tank and call for reps.
  • ECM ships - bring the best you can but be aware that you will likely be primary. Again cheap and expendable frigs or expensive and tanked.
  • Drone Popping Dessy's - carriers and other large ships can't really target them effectively so they are the bad-guys weapon of choice against them (other than dreads ) Especially if the ECM ships can keep the bad guys jammed - see #3 above
  • Dual Logistics
fill in
  • Interdictors
fill in

Support Ships

An example of a good support group for a Carrier:

  • Interceptors - Perfect for assigning fighters to, especially ones which go super fast and stay out of web range
  • Interdictors - Bubbles are excellent for pinning targets down long enough for the capital to lock and attack.
  • Recons/EWAR Cruisers - Great for protecting the rest of the support as well as keeping ewar off the carrier by countering opposing EW ships.
  • Frigates - Frigates can be used as Cyno Ships or as Fleet Support Ships (see Roles above). Some of the specific setup considerations are:
    • CYNO Frigs:
Assuming that the cyno pilot has the minimum skill level of 1 (needing 450 units of liquid ozone to do a cyno), then the minimum requirement for a cynoship is a cargospace of 180 m3. Hence the ever popular cyno kestrel, but using a simple t1 expander, a lot of other frigs work just fine. Surprisingly, most of the mining frigs are not very suitable - they have the cargospace, but not the powergrid. Of course then you can add in MAPC and they too can be used.
  • Has cargospace and grid
Kestrel
Inquisitor
Navitas
Imicus
Probe
    • Using 1 cargo expander
Crucifier with 1 expander
Griffin with 1 expander
Maulus
Incursus
Breacher
    • Needs MAPC
Tormentor
Bantam
Burst
    • Using 2 cargo expanders
Executioner
Punisher
Tristan
Vigil
    • Needs 3 expanders
Rifter
  • This list shows that you can do cyno in a lot of frigs. You just may need some extra mods, if you don't have your favourite cyno frig available.
While cynoing, the cynoship is stationary and the cyno beacon is a warpable object, so any cyno frig can be attacked and this should be expected in 0.0 when doing cyno in hostile environment.
When fitting a cyno frig, there are three different approaches.
The ship will be lost, so don't fit it with anything but the mods needed to do the job.
Shield- and/or armor tank it so the carrier pilot can support it while the cynoing is going on
Fit it for pvp and support, possibly fitting remote sensor boosters to help the carrier get a lock faster and perhaps remote ECCM to help the carrier overcome jamming.
First and foremost, the cynofrig is expendable.
  • SUPPORT Frigs

Specific Support Setups


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